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The Desert Cave

This time with hexes!

A small labyrinth for a quick side trip to raise money for the horses: the horse dealer has this map, and for only 50% of the treasure they find, will let them have it. The players never questioned why he had this map, and why he has not himself gone to visit the caves. And if they had looked closely, they may have noticed that the map was not particularly old despite the initial appearances. And of course, I've not thought that through either, though I am now thinking about possibilities!

Anyway, the cave is a few miles west of Ceawla, in a ravine that those with woodmen skills will recognize as an old riverbed. The well itself is a jumble of stones, most fallen down. A few walls made of sandstone show that this is an old village of some sort, long gone back to the sands. The well itself is boarded over, and does have a still active trap: 3 arrows will shoot out in 3 random directions (fortunately we play on a hex, so pick 1 hex as 1, and pick a direction and go around, rolling a die per arrow).  They may also note some tracks about the area: those with woodsmen or area knowledge of this area may roll 2D vs IQ to note that they are the tracks of at least one craka beast! See the previous entry for the craka beast stats and image. It is from a Patreon account that has some pretty cool and dark creatures.

There is an old ladder, still intact, that leads down 15-20 feet below the sands and through natural sandstone caverns. This used to be an underground river but has dried up. The passageway is narrow, just barely five or 6 feet wide, meaning the characters have to go single file.

At the junction, there is a deep pit filled with cold water, about 15 feet down. Normal saving throw to avoid walking into the deep hole. Those with armor will sink - the water is at least 10 feet deep! Those with cloth or leather, at GM's discretion, may want to have a -1 DM on their adjDX as their amour will be a sodden, heavy weight for a while (they are underground and it is cooler. Assume at least 30-45 minutes before drying out).

To the north, the map indicates a pile of bones and a chest. Those are both there, though there is yet another hole at the entrance here without the water below, and what looks like may be another level to the labyrinth. It is not, but from the torchlight at 15 feet or so it is really hard to tell.

As they enter the cave, they can hear an odd sound, and rising out of the floor are 1d6-2 beasts, a minimum of two. Adjust for party strength! Craka beasts will attempt to kill magic users first if possible and always have initiative. If they are wounded to more than 75% of their hit points, all will turn insubstantial and float back into the walls, escaping to lick their wounds. They may be waiting for the adventurers on their return trip to the Tent City of Ceawla!

Assuming they kill or drive off the beasts, the treasure chest itself is locked with a non-magical lock. Inside will be gold and jewels as well as a battered book entitled The Watching Book. (yes, another Kickstarter, and I think I know where to place where this book takes place, assuming the players keep it. It is an evocative and somewhat sad exploration of a society long gone. I just thought it was really interesting and I like that people try really different things).
There will be 3d6 jewels, total worth jewels x 100 gold each. Coins from various realms will also be there, including a really odd coin that no one in Ceawla will take. Coins are about 200 gold.

Upon leaving this cave, at the junction, they will hear the sounds of someone or something moving about in the southern chamber. Should they go to explore, as they get close enough they will see that there is torchlight flickering in the chamber. If they make a detect trap roll, they will also note there appears to be a freshly painted eyeball on the walls as they approach.

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